2006-02-24 04:48:15 +00:00
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#include "doomtype.h"
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#include "tarray.h"
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#include "s_sound.h"
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#include "farchive.h"
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#include "sc_man.h"
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#include "cmdlib.h"
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#include "templates.h"
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#include "w_wad.h"
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2006-05-12 03:14:40 +00:00
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#include "i_system.h"
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2006-02-24 04:48:15 +00:00
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struct FEAXField
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{
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int Min, Max;
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float REVERB_PROPERTIES::*Float;
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int REVERB_PROPERTIES::*Int;
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unsigned int Flag;
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};
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static const FEAXField EAXFields[] =
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{
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{ 0, 25, 0, &REVERB_PROPERTIES::Environment, 0 },
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{ 1000, 100000, &REVERB_PROPERTIES::EnvSize, 0, 0 },
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{ 0, 1000, &REVERB_PROPERTIES::EnvDiffusion, 0, 0 },
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{ -10000, 0, 0, &REVERB_PROPERTIES::Room, 0 },
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{ -10000, 0, 0, &REVERB_PROPERTIES::RoomHF, 0 },
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{ -10000, 0, 0, &REVERB_PROPERTIES::RoomLF, 0 },
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{ 100, 20000, &REVERB_PROPERTIES::DecayTime, 0, 0 },
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{ 100, 2000, &REVERB_PROPERTIES::DecayHFRatio, 0, 0 },
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{ 100, 2000, &REVERB_PROPERTIES::DecayLFRatio, 0, 0 },
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{ -10000, 1000, 0, &REVERB_PROPERTIES::Reflections, 0 },
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{ 0, 300, &REVERB_PROPERTIES::ReflectionsDelay, 0, 0 },
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{ -2000000, 2000000, &REVERB_PROPERTIES::ReflectionsPan0, 0, 0 },
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{ -2000000, 2000000, &REVERB_PROPERTIES::ReflectionsPan1, 0, 0 },
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{ -2000000, 2000000, &REVERB_PROPERTIES::ReflectionsPan2, 0, 0 },
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{ -10000, 2000, 0, &REVERB_PROPERTIES::Reverb, 0 },
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{ 0, 100, &REVERB_PROPERTIES::ReverbDelay, 0, 0 },
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{ -2000000, 2000000, &REVERB_PROPERTIES::ReverbPan0, 0, 0 },
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{ -2000000, 2000000, &REVERB_PROPERTIES::ReverbPan1, 0, 0 },
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{ -2000000, 2000000, &REVERB_PROPERTIES::ReverbPan2, 0, 0 },
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{ 75, 250, &REVERB_PROPERTIES::EchoTime, 0, 0 },
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{ 0, 1000, &REVERB_PROPERTIES::EchoDepth, 0, 0 },
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{ 40, 4000, &REVERB_PROPERTIES::ModulationTime, 0, 0 },
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{ 0, 1000, &REVERB_PROPERTIES::ModulationDepth, 0, 0 },
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{ -100000, 0, &REVERB_PROPERTIES::AirAbsorptionHF, 0, 0 },
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{ 1000000, 20000000, &REVERB_PROPERTIES::HFReference, 0, 0 },
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{ 20000, 1000000, &REVERB_PROPERTIES::LFReference, 0, 0 },
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{ 0, 10000, &REVERB_PROPERTIES::RoomRolloffFactor, 0, 0 },
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{ 0, 100000, &REVERB_PROPERTIES::Diffusion, 0, 0 },
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{ 0, 100000, &REVERB_PROPERTIES::Density, 0, 0 },
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{ 0, 0, 0, 0, 1 },
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{ 0, 0, 0, 0, 2 },
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{ 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 5 },
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{ 0, 0, 0, 0, 3 },
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{ 0, 0, 0, 0, 4 },
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{ 0, 0, 0, 0, 6 },
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{ 0, 0, 0, 0, 7 }
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};
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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#define NUM_EAX_FIELDS (int(countof(EAXFields)))
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2006-02-24 04:48:15 +00:00
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static const char *EAXFieldNames[NUM_EAX_FIELDS+2] =
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{
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"Environment",
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"EnvironmentSize",
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"EnvironmentDiffusion",
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"Room",
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"RoomHF",
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"RoomLF",
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"DecayTime",
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"DecayHFRatio",
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"DecayLFRatio",
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"Reflections",
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"ReflectionsDelay",
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"ReflectionsPanX",
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"ReflectionsPanY",
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"ReflectionsPanZ",
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"Reverb",
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"ReverbDelay",
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"ReverbPanX",
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"ReverbPanY",
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"ReverbPanZ",
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"EchoTime",
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"EchoDepth",
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"ModulationTime",
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"ModulationDepth",
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"AirAbsorptionHF",
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"HFReference",
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"LFReference",
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"RoomRolloffFactor",
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"Diffusion",
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"Density",
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"bReflectionsScale",
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"bReflectionsDelayScale",
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"bDecayTimeScale",
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"bDecayHFLimit",
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"bReverbScale",
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"bReverbDelayScale",
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"bEchoTimeScale",
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"bModulationTimeScale",
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"}",
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NULL
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};
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static const char *BoolNames[3] = { "False", "True", NULL };
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static ReverbContainer Psychotic =
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{
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NULL,
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"Psychotic",
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0x1900,
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true,
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false,
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{25, 1.0f, 0.50f, -1000, -151, 0, 7.56f, 0.91f, 1.0f, -626, 0.020f, 0.0f,0.0f,0.0f, 774, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 4.00f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
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};
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static ReverbContainer Dizzy =
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{
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&Psychotic,
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"Dizzy",
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0x1800,
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true,
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false,
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{24, 1.8f, 0.60f, -1000, -400, 0, 17.23f, 0.56f, 1.0f, -1713, 0.020f, 0.0f,0.0f,0.0f, -613, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.81f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
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};
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static ReverbContainer Drugged =
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{
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&Dizzy,
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"Drugged",
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0x1700,
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true,
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false,
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{23, 1.9f, 0.50f, -1000, 0, 0, 8.39f, 1.39f, 1.0f, -115, 0.002f, 0.0f,0.0f,0.0f, 985, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
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};
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static ReverbContainer Underwater =
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{
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&Drugged,
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"Underwater",
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0x1600,
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true,
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false,
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{22, 1.8f, 1.00f, -1000, -4000, 0, 1.49f, 0.10f, 1.0f, -449, 0.007f, 0.0f,0.0f,0.0f, 1700, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 1.18f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
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};
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static ReverbContainer SewerPipe =
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{
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&Underwater,
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"Sewer Pipe",
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0x1500,
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true,
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false,
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{21, 1.7f, 0.80f, -1000, -1000, 0, 2.81f, 0.14f, 1.0f, 429, 0.014f, 0.0f,0.0f,0.0f, 1023, 0.021f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 80.0f, 60.0f, 0x3f }
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};
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static ReverbContainer ParkingLot =
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{
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&SewerPipe,
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"Parking Lot",
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0x1400,
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true,
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false,
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{20, 8.3f, 1.00f, -1000, 0, 0, 1.65f, 1.50f, 1.0f, -1363, 0.008f, 0.0f,0.0f,0.0f, -1153, 0.012f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
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};
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static ReverbContainer Plain =
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{
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&ParkingLot,
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"Plain",
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0x1300,
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true,
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false,
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{19, 42.5f, 0.21f, -1000, -2000, 0, 1.49f, 0.50f, 1.0f, -2466, 0.179f, 0.0f,0.0f,0.0f, -1926, 0.100f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 21.0f, 100.0f, 0x3f }
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};
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static ReverbContainer Quarry =
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{
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&Plain,
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"Quarry",
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0x1200,
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true,
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false,
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{18, 17.5f, 1.00f, -1000, -1000, 0, 1.49f, 0.83f, 1.0f, -10000, 0.061f, 0.0f,0.0f,0.0f, 500, 0.025f, 0.0f,0.0f,0.0f, 0.125f, 0.70f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
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};
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static ReverbContainer Mountains =
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{
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&Quarry,
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"Mountains",
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0x1100,
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true,
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false,
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{17, 100.0f, 0.27f, -1000, -2500, 0, 1.49f, 0.21f, 1.0f, -2780, 0.300f, 0.0f,0.0f,0.0f, -1434, 0.100f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 27.0f, 100.0f, 0x1f }
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};
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static ReverbContainer City =
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{
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&Mountains,
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"City",
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0x1000,
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true,
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false,
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{16, 7.5f, 0.50f, -1000, -800, 0, 1.49f, 0.67f, 1.0f, -2273, 0.007f, 0.0f,0.0f,0.0f, -1691, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 50.0f, 100.0f, 0x3f }
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};
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static ReverbContainer Forest =
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{
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&City,
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"Forest",
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0x0F00,
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true,
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false,
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{15, 38.0f, 0.30f, -1000, -3300, 0, 1.49f, 0.54f, 1.0f, -2560, 0.162f, 0.0f,0.0f,0.0f, -229, 0.088f, 0.0f,0.0f,0.0f, 0.125f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 79.0f, 100.0f, 0x3f }
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};
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static ReverbContainer Alley =
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{
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&Forest,
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"Alley",
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0x0E00,
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true,
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false,
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{14, 7.5f, 0.30f, -1000, -270, 0, 1.49f, 0.86f, 1.0f, -1204, 0.007f, 0.0f,0.0f,0.0f, -4, 0.011f, 0.0f,0.0f,0.0f, 0.125f, 0.95f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
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};
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static ReverbContainer StoneCorridor =
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{
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&Alley,
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"Stone Corridor",
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0x0D00,
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true,
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false,
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{13, 13.5f, 1.00f, -1000, -237, 0, 2.70f, 0.79f, 1.0f, -1214, 0.013f, 0.0f,0.0f,0.0f, 395, 0.020f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
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};
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static ReverbContainer Hallway =
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{
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&StoneCorridor,
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"Hallway",
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0x0C00,
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true,
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false,
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{12, 1.8f, 1.00f, -1000, -300, 0, 1.49f, 0.59f, 1.0f, -1219, 0.007f, 0.0f,0.0f,0.0f, 441, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
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};
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static ReverbContainer CarpettedHallway =
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{
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&Hallway,
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"Carpetted Hallway",
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0x0B00,
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true,
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false,
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{11, 1.9f, 1.00f, -1000, -4000, 0, 0.30f, 0.10f, 1.0f, -1831, 0.002f, 0.0f,0.0f,0.0f, -1630, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
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};
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static ReverbContainer Hangar =
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{
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&CarpettedHallway,
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"Hangar",
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0x0A00,
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true,
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false,
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|
{10, 50.3f, 1.00f, -1000, -1000, 0, 10.05f, 0.23f, 1.0f, -602, 0.020f, 0.0f,0.0f,0.0f, 198, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Arena =
|
|
|
|
{
|
|
|
|
&Hangar,
|
|
|
|
"Arena",
|
|
|
|
0x0900,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{9, 36.2f, 1.00f, -1000, -698, 0, 7.24f, 0.33f, 1.0f, -1166, 0.020f, 0.0f,0.0f,0.0f, 16, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Cave =
|
|
|
|
{
|
|
|
|
&Arena,
|
|
|
|
"Cave",
|
|
|
|
0x0800,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{8, 14.6f, 1.00f, -1000, 0, 0, 2.91f, 1.30f, 1.0f, -602, 0.015f, 0.0f,0.0f,0.0f, -302, 0.022f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer ConcertHall =
|
|
|
|
{
|
|
|
|
&Cave,
|
|
|
|
"Concert Hall",
|
|
|
|
0x0700,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{7, 19.6f, 1.00f, -1000, -500, 0, 3.92f, 0.70f, 1.0f, -1230, 0.020f, 0.0f,0.0f,0.0f, -2, 0.029f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Auditorium =
|
|
|
|
{
|
|
|
|
&ConcertHall,
|
|
|
|
"Auditorium",
|
|
|
|
0x0600,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{6, 21.6f, 1.00f, -1000, -476, 0, 4.32f, 0.59f, 1.0f, -789, 0.020f, 0.0f,0.0f,0.0f, -289, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer StoneRoom =
|
|
|
|
{
|
|
|
|
&Auditorium,
|
|
|
|
"Stone Room",
|
|
|
|
0x0500,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{5, 11.6f, 1.00f, -1000, -300, 0, 2.31f, 0.64f, 1.0f, -711, 0.012f, 0.0f,0.0f,0.0f, 83, 0.017f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer LivingRoom =
|
|
|
|
{
|
|
|
|
&StoneRoom,
|
|
|
|
"Living Room",
|
|
|
|
0x0400,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{4, 2.5f, 1.00f, -1000, -6000, 0, 0.50f, 0.10f, 1.0f, -1376, 0.003f, 0.0f,0.0f,0.0f, -1104, 0.004f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Bathroom =
|
|
|
|
{
|
|
|
|
&LivingRoom,
|
|
|
|
"Bathroom",
|
|
|
|
0x0300,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{3, 1.4f, 1.00f, -1000, -1200, 0, 1.49f, 0.54f, 1.0f, -370, 0.007f, 0.0f,0.0f,0.0f, 1030, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 60.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Room =
|
|
|
|
{
|
|
|
|
&Bathroom,
|
|
|
|
"Room",
|
|
|
|
0x0200,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{2, 1.9f, 1.00f, -1000, -454, 0, 0.40f, 0.83f, 1.0f, -1646, 0.002f, 0.0f,0.0f,0.0f, 53, 0.003f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer PaddedCell =
|
|
|
|
{
|
|
|
|
&Room,
|
|
|
|
"Padded Cell",
|
|
|
|
0x0100,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{1, 1.4f, 1.00f, -1000, -6000, 0, 0.17f, 0.10f, 1.0f, -1204, 0.001f, 0.0f,0.0f,0.0f, 207, 0.002f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Generic =
|
|
|
|
{
|
|
|
|
&PaddedCell,
|
|
|
|
"Generic",
|
|
|
|
0x0001,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{0, 7.5f, 1.00f, -1000, -100, 0, 1.49f, 0.83f, 1.0f, -2602, 0.007f, 0.0f,0.0f,0.0f, 200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
};
|
|
|
|
|
|
|
|
static ReverbContainer Off =
|
|
|
|
{
|
|
|
|
&Generic,
|
|
|
|
"Off",
|
|
|
|
0x0000,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
{0, 7.5f, 1.00f, -10000, -10000, 0, 1.00f, 1.00f, 1.0f, -2602, 0.007f, 0.0f,0.0f,0.0f, 200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 0.0f, 0.0f, 0x33f }
|
|
|
|
};
|
|
|
|
|
|
|
|
ReverbContainer *DefaultEnvironments[26] =
|
|
|
|
{
|
|
|
|
&Off, &PaddedCell, &Room, &Bathroom, &LivingRoom, &StoneRoom, &Auditorium,
|
|
|
|
&ConcertHall, &Cave, &Arena, &Hangar, &CarpettedHallway, &Hallway, &StoneCorridor,
|
|
|
|
&Alley, &Forest, &City, &Mountains, &Quarry, &Plain, &ParkingLot, &SewerPipe,
|
|
|
|
&Underwater, &Drugged, &Dizzy, &Psychotic
|
|
|
|
};
|
|
|
|
|
|
|
|
ReverbContainer *Environments = &Off;
|
|
|
|
|
|
|
|
ReverbContainer *S_FindEnvironment (const char *name)
|
|
|
|
{
|
|
|
|
ReverbContainer *probe = Environments;
|
|
|
|
|
|
|
|
if (name == NULL)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
while (probe != NULL)
|
|
|
|
{
|
|
|
|
if (stricmp (probe->Name, name) == 0)
|
|
|
|
{
|
|
|
|
return probe;
|
|
|
|
}
|
|
|
|
probe = probe->Next;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
ReverbContainer *S_FindEnvironment (int id)
|
|
|
|
{
|
|
|
|
ReverbContainer *probe = Environments;
|
|
|
|
|
|
|
|
while (probe != NULL && probe->ID < id)
|
|
|
|
{
|
|
|
|
probe = probe->Next;
|
|
|
|
}
|
|
|
|
return (probe && probe->ID == id ? probe : NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
void S_AddEnvironment (ReverbContainer *settings)
|
|
|
|
{
|
|
|
|
ReverbContainer *probe = Environments;
|
|
|
|
ReverbContainer **ptr = &Environments;
|
|
|
|
|
|
|
|
while (probe != NULL && probe->ID < settings->ID)
|
|
|
|
{
|
|
|
|
ptr = &probe->Next;
|
|
|
|
probe = probe->Next;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (probe != NULL && probe->ID == settings->ID)
|
|
|
|
{
|
|
|
|
// Built-in environments cannot be changed
|
|
|
|
if (!probe->Builtin)
|
|
|
|
{
|
|
|
|
settings->Next = probe->Next;
|
|
|
|
*ptr = settings;
|
|
|
|
delete[] const_cast<char *>(probe->Name);
|
|
|
|
delete probe;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
settings->Next = probe;
|
|
|
|
*ptr = settings;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
FArchive &operator<< (FArchive &arc, ReverbContainer *&env)
|
|
|
|
{
|
|
|
|
WORD id;
|
|
|
|
|
|
|
|
if (arc.IsStoring())
|
|
|
|
{
|
|
|
|
if (env != NULL)
|
|
|
|
{
|
|
|
|
arc << env->ID;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
id = 0;
|
|
|
|
arc << id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
arc << id;
|
|
|
|
env = S_FindEnvironment (id);
|
|
|
|
}
|
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ReadEAX ()
|
|
|
|
{
|
|
|
|
const ReverbContainer *def;
|
|
|
|
ReverbContainer *newenv;
|
|
|
|
REVERB_PROPERTIES props;
|
|
|
|
char *name;
|
|
|
|
int id1, id2, i, j;
|
|
|
|
bool inited[NUM_EAX_FIELDS];
|
|
|
|
BYTE bools[32];
|
|
|
|
|
|
|
|
while (SC_GetString ())
|
|
|
|
{
|
|
|
|
name = copystring (sc_String);
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
id1 = sc_Number;
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
id2 = sc_Number;
|
|
|
|
SC_MustGetStringName ("{");
|
|
|
|
memset (inited, 0, sizeof(inited));
|
|
|
|
props.Flags = 0;
|
|
|
|
while (SC_MustGetString (), NUM_EAX_FIELDS > (i = SC_MustMatchString (EAXFieldNames)))
|
|
|
|
{
|
|
|
|
if (EAXFields[i].Float)
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
props.*EAXFields[i].Float = clamp (sc_Float,
|
|
|
|
float(EAXFields[i].Min)/1000.f,
|
|
|
|
float(EAXFields[i].Max)/1000.f);
|
|
|
|
}
|
|
|
|
else if (EAXFields[i].Int)
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
props.*EAXFields[i].Int = (j = clamp (sc_Number,
|
|
|
|
EAXFields[i].Min, EAXFields[i].Max));
|
|
|
|
if (i == 0 && j != sc_Number)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("The Environment field is out of range.");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
bools[EAXFields[i].Flag] = SC_MustMatchString (BoolNames);
|
|
|
|
}
|
|
|
|
inited[i] = true;
|
|
|
|
}
|
|
|
|
if (!inited[0])
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Sound %s is missing an Environment field.", name);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add the new environment to the list, filling in uninitialized fields
|
|
|
|
// with values from the standard environment specified.
|
|
|
|
def = DefaultEnvironments[props.Environment];
|
|
|
|
for (i = 0; i < NUM_EAX_FIELDS; ++i)
|
|
|
|
{
|
|
|
|
if (EAXFields[i].Float)
|
|
|
|
{
|
|
|
|
if (!inited[i])
|
|
|
|
{
|
|
|
|
props.*EAXFields[i].Float = def->Properties.*EAXFields[i].Float;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (EAXFields[i].Int)
|
|
|
|
{
|
|
|
|
if (!inited[i])
|
|
|
|
{
|
|
|
|
props.*EAXFields[i].Int = def->Properties.*EAXFields[i].Int;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!inited[i])
|
|
|
|
{
|
|
|
|
int mask = 1 << EAXFields[i].Flag;
|
|
|
|
if (def->Properties.Flags & mask)
|
|
|
|
{
|
|
|
|
props.Flags |= mask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (bools[EAXFields[i].Flag])
|
|
|
|
{
|
|
|
|
props.Flags |= 1 << EAXFields[i].Flag;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
newenv = new ReverbContainer;
|
|
|
|
newenv->Next = NULL;
|
|
|
|
newenv->Name = name;
|
|
|
|
newenv->ID = (id1 << 8) | id2;
|
|
|
|
newenv->Builtin = false;
|
|
|
|
newenv->Properties = props;
|
|
|
|
S_AddEnvironment (newenv);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void S_ParseSndEax ()
|
|
|
|
{
|
|
|
|
int lump, lastlump = 0;
|
|
|
|
|
2006-05-12 03:14:40 +00:00
|
|
|
atterm (S_UnloadSndEax);
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
while ((lump = Wads.FindLump ("SNDEAX", &lastlump)) != -1)
|
|
|
|
{
|
|
|
|
SC_OpenLumpNum (lump, "SNDEAX");
|
|
|
|
ReadEAX ();
|
|
|
|
SC_Close ();
|
|
|
|
}
|
|
|
|
}
|
2006-05-12 03:14:40 +00:00
|
|
|
|
|
|
|
void S_UnloadSndEax ()
|
|
|
|
{
|
|
|
|
ReverbContainer *probe = Environments;
|
|
|
|
|
|
|
|
while (probe != NULL)
|
|
|
|
{
|
|
|
|
ReverbContainer *next = probe->Next;
|
|
|
|
if (!probe->Builtin)
|
|
|
|
{
|
|
|
|
delete[] const_cast<char *>(probe->Name);
|
|
|
|
delete probe;
|
|
|
|
}
|
|
|
|
probe = next;
|
|
|
|
}
|
|
|
|
Environments = &Off;
|
|
|
|
}
|